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April 5, 2020
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Stephen Trinh's Blog

 

Video games are a thing I enjoy. Game designer by trade.

 

Chat with me on Twitter: @stephentrinha

For more, check out my Medium: @stephentrinh

See my projects: http://www.stephentrinh.com/

 

Member Blogs

Posted by Stephen Trinh on Mon, 30 Mar 2020 10:37:00 EDT in Design, Console/PC, Indie
Dark Souls, FFIX, and Self-Determination Theory walk into a bar.


Posted by Stephen Trinh on Wed, 04 Mar 2020 10:29:00 EST in Console/PC, Design, Indie
Building better games is about leveraging everything--even loading screens.


Posted by Stephen Trinh on Tue, 21 Jan 2020 11:27:00 EST in Design, Console/PC, Serious, Indie
No one will ever play your game perfectly. By nature, player errors are inevitable, but they're what makes the game fun--so long as the errors are designed.


Posted by Stephen Trinh on Thu, 02 Jan 2020 10:12:00 EST in Design, Console/PC, Indie
How Disco Elysium turns information into gameplay.


Posted by Stephen Trinh on Fri, 07 Jun 2019 10:11:00 EDT in Business/Marketing, Design, Console/PC, Indie
A game design's perspective on why the tendrils in Shadow of the Colossus might be the most important thing in the game.


Posted by Stephen Trinh on Wed, 30 Aug 2017 09:16:00 EDT in Design, Console/PC, Serious, Indie
Should your first person player character speak or not? This post explores the choice between giving the player character a voice or having them be "silent" through the lens of more traditional media.



Stephen Trinh's Comments

Comment In: [Blog - 01/21/2020 - 11:27]

Thank you for the compliment ...

Thank you for the compliment r n r nI definitely agree that it can be frustrating when games make you fix both at the same time. Competitive games often require it. r n r nI think Portal is a good example of needing the player to do both. The margin ...

Comment In: [Blog - 01/02/2020 - 10:12]

Thank you It 's definitely ...

Thank you It 's definitely one of those things that you might notice is missing, but can 't figure out cause you 've spent too much time with it.